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Death Saving Throws
At 0 HP, roll d20 each turn: 10+ succeeds, 9- fails, nat 1 is two failures, nat 20 restores 1 HP. Three failures before three successes means death.
When you drop to 0 hit points, you are dying and must begin making death saving throws at the start of each of your turns.
The roll: Roll 1d20 — no modifiers apply (unless a feature specifically grants one).
- 10 or higher: Success.
- 9 or lower: Failure.
- Rolling a 1: Counts as two failures.
- Rolling a 20: You regain 1 hit point and regain consciousness.
Tracking:
- Accumulate three successes before three failures to stabilize (unconscious at 0 HP, no longer rolling).
- Accumulate three failures to die.
- Successes and failures reset when you regain any hit points.
Taking damage at 0 HP:
- Any damage while at 0 HP causes one automatic death save failure.
- A critical hit (attacker within 5 feet) causes two failures.
- Damage equal to or exceeding your hit point maximum causes instant death.
Stabilizing:
- A stabilized creature stops making death saves but remains unconscious at 0 HP.
- After 1d4 hours, a stabilized creature regains 1 HP.
- An ally can stabilize you with a DC 10 Wisdom (Medicine) check or by using a healer's kit (no check required).
- Any healing (even 1 HP) removes the dying condition immediately.